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About dansidi

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  1. I can see that you can generate point attributes when the L-System is created, which gives a couple of useful sounding attributes: gen and width. How would it be possible to feed these into the Wire solver? Let's say I wanted to multiply Elasticity or Angular Damping by that width attribute. Can that be done? How can I do that? Any help at all would be very gratefully recieved. Thanks!
  2. Hi everyone, I am still working on a shot where trees bend due to a rocket exhaust. I have tried FEM but I think it will not do what I want (too 'chunky'). I would like to try the Wire solver. What I want is the trunk of the tree to bend very slightly, the branches to bend a bit more and the twigs to bend a twitch a lot - bend angle proportional to branch thickness, basically. How can I vary the wire deformer strength or bend angle along the length of the L-System branches? I suspect this is a VERY simple thing for a Houdini TD to do, but I am not sure how to approach it. Please help! I enclose a simple setup where I have a L-system, converted into a Wire sim, with a hard pin constraint on the base of the trunk and I made a Wind force pushing on it. Many thanks l-system_wire_test_02.hip
  3. yes, Yes, YES !!!! Thanks Paul. I had to modify a bit, but your setup has shown the way. Thanks a lot!!!! Inside the SOPsolver, I reversed the velocity vector. Here is a test render and scene file. l-system_test_05.hip l-system_test_05_H264.mov
  4. How about pyro interacting with FEM? I want to push a FEM object using a pyro sim. Can I use the velocity of the pyro sim to affect (or advect or whatever) the FEM ? Is that possible? I have version 15.5.607 Many thanks
  5. Thanks for your help, Atom. I suppose sometimes the simplest solution will be good enough! Is it possible to connect those simulations, though?
  6. Hi everyone, I am trying to bend some trees using a rocket exhaust. I have created a pyro sim for the rocket exhaust, which I have cached cached. I have also created trees in L-systems and made them in to FEM objects. I have been able to use a magnet force in the FEM simulation to deform the trees, but I want to use the pyro sim to force the trees to bend. I assume this is possible, but I do not know how to connect the cached pyro sim to the FEM simulation. I have been trying to use the FieldForce DOP with a SOPvetorField plugged into the data, but I have no idea how to configure these nodes. Can anyone help me with getting this to work? Thanks! Dan l-system_test_04.hip
  7. Never mind, I got it! Yes, it's in Stylesheets. I found that it works if I use 'sub-target' with a condition Primitive Name = *card Always learning...
  8. Never mind, I got it! Yes, it's in Stylesheets. I found that it works if I use 'sub-target' with a condition Primitive Name = *card Always learning...
  9. Hi, I am just starting to R&D a shot with a stadium crowd performing a 'card stunt' (http://io9.gizmodo.com/the-amazing-colorful-flip-card-propaganda-mosaics-of-n-1051426231) So, I have made some agents with a card assigned as an Agent Layer. I have got the agents animating, transitioning and with random textures applied. So far so good! I am having difficulty assigning random material to the cards. Is there a way to do this? I can't seem to find a way for stylesheets to isolate the cards. Many thanks for any help with this. Dan
  10. YES!!! Thanks very much!
  11. Hi, I am still not clear how to find these textures. How do I access that "mocapbiped otl/hda" ? I have created a mocapbiped, but where is the otl/hda? Thanks !
  12. That's it! Nice one Sasho. Thanks very muich! Thanks Atom too, I learned a lot!
  13. Absolutely! You can have this little alembic file (1.6MB) It has a couple of hundred particles, each of which should have lifespanPP (single float), rgbPP (three floats). I have been trying to wrangle the data, but I'm not quite there yet. I don't know how to access arrays in VEX and get the data into a three-element array, for example Cd. I got this far: i@index = 3 * @ptnum; f@red = f[]@rgb_PP[@index]; f@green = f[]@rgb_PP[@index + 1]; f@blue = f[]@rgb_PP[@index + 2]; v@Cd = set(@red, @green, @blue); and I think I'm almost there. However this gives three attributes @red, @green and @blue but all are getting set to 0.0 I'm obviously not accessing the rgb_PP array properly. I am grateful for your help, I think we are almost at the end now... Cheers, Dan particleTest_v001.abc particleTest_v001.hip
  14. Hi Atom, Thanks very much for your reply. Now, I have applied the attribute promote node to the alembic file, now I get a massive array of Cd on each particle. This is getting out of hand! Hopefully you can see from my screen grabs what is happening. In the spreadsheet, the Cd[n] columns go on and on until n = 3 * number of particles. What would you suggest I try next? Many thanks, Dan
  15. Hi All, I'm sure this question must be a common one but I have searched this forum without finding the solution I need. So, apologies if I am repeating a previous post. Right. What I am trying to do it take some nParticles from Maya over to Houdini for rendering in Mantra. I am using Alembic to transfer the particles. Houdini finds the particle position, P, velocity, v, and particle ID, but not other per-particle data, such as rgbPP, lifespanPP, aimDirectionPP, etc, which I would like to carry across. I can see that some data is there in the alembic file, but Houdini does not seem to be translating it properly. Maybe you can see from the screen grab what is happening. rgbPP, for example, is coming in as a massive array of floats, the size of the array is three times the number of particles. I assume I need to wrangle the Alembic data in some way. I would be very grateful for some help with this. I am fairly new to Houdini, VEX is not something I am experienced with, except for the very basics. Maya 2016 Houdini 15.0.244 Windows 7x64 Many thanks, Dan